Updated built in volume shaders to honour the osg::Matierial setting
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@@ -6,6 +6,7 @@ char volume_frag[] = "uniform sampler3D baseTexture;\n"
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"varying vec4 cameraPos;\n"
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"varying vec4 vertexPos;\n"
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"varying mat4 texgen;\n"
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"varying vec4 baseColor;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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@@ -93,8 +94,10 @@ char volume_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" fragColor.w *= TransparencyValue;\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0;\n"
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"\n"
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" fragColor *= baseColor;\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" if (fragColor.w<AlphaFuncValue) discard;\n"
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" \n"
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" gl_FragColor = fragColor;\n"
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@@ -7,6 +7,7 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
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"varying vec4 vertexPos;\n"
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"varying vec3 lightDirection;\n"
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"varying mat4 texgen;\n"
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"varying vec4 baseColor;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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@@ -113,6 +114,8 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
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"\n"
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" color.a = 1.0;\n"
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"\n"
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" color *= baseColor;\n"
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"\n"
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" gl_FragColor = color;\n"
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" \n"
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" return;\n"
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@@ -7,6 +7,7 @@ char volume_lit_frag[] = "uniform sampler3D baseTexture;\n"
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"varying vec4 vertexPos;\n"
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"varying vec3 lightDirection;\n"
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"varying mat4 texgen;\n"
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"varying vec4 baseColor;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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@@ -120,8 +121,10 @@ char volume_lit_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" fragColor.w *= TransparencyValue;\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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"\n"
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" fragColor *= baseColor;\n"
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"\n"
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" if (fragColor.w<AlphaFuncValue) discard;\n"
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" \n"
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" gl_FragColor = fragColor;\n"
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@@ -12,6 +12,7 @@ char volume_lit_tf_frag[] = "uniform sampler3D baseTexture;\n"
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"varying vec4 vertexPos;\n"
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"varying vec3 lightDirection;\n"
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"varying mat4 texgen;\n"
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"varying vec4 baseColor;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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@@ -6,6 +6,7 @@ char volume_mip_frag[] = "uniform sampler3D baseTexture;\n"
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"varying vec4 cameraPos;\n"
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"varying vec4 vertexPos;\n"
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"varying mat4 texgen;\n"
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"varying vec4 baseColor;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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@@ -86,8 +87,10 @@ char volume_mip_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" fragColor.w *= TransparencyValue;\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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"\n"
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" fragColor *= baseColor;\n"
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"\n"
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" if (fragColor.w<AlphaFuncValue) discard;\n"
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" \n"
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" gl_FragColor = fragColor;\n"
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@@ -11,6 +11,7 @@ char volume_tf_frag[] = "uniform sampler3D baseTexture;\n"
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"varying vec4 cameraPos;\n"
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"varying vec4 vertexPos;\n"
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"varying mat4 texgen;\n"
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"varying vec4 baseColor;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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@@ -100,8 +101,10 @@ char volume_tf_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" fragColor.w *= TransparencyValue;\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0;\n"
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"\n"
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" fragColor *= baseColor;\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" if (fragColor.w<AlphaFuncValue) discard;\n"
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" \n"
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" gl_FragColor = fragColor;\n"
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@@ -12,6 +12,7 @@ char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n"
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"varying vec4 vertexPos;\n"
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"varying vec3 lightDirection;\n"
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"varying mat4 texgen;\n"
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"varying vec4 baseColor;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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@@ -117,6 +118,8 @@ char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n"
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" color.z *= lightScale;\n"
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" }\n"
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"\n"
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" color *= baseColor;\n"
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"\n"
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" gl_FragColor = color;\n"
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"\n"
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" return;\n"
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@@ -11,6 +11,7 @@ char volume_tf_mip_frag[] = "uniform sampler3D baseTexture;\n"
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"varying vec4 cameraPos;\n"
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"varying vec4 vertexPos;\n"
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"varying mat4 texgen;\n"
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"varying vec4 baseColor;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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@@ -89,8 +90,10 @@ char volume_tf_mip_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" fragColor.w *= TransparencyValue;\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0;\n"
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"\n"
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" fragColor *= baseColor;\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" if (fragColor.w<AlphaFuncValue) discard;\n"
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" gl_FragColor = fragColor;\n"
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"}\n"
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@@ -3,7 +3,7 @@ char volume_vert[] = "#version 110\n"
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"varying vec4 vertexPos;\n"
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"varying vec3 lightDirection;\n"
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"varying mat4 texgen;\n"
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"\n"
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"varying vec4 baseColor;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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@@ -11,6 +11,7 @@ char volume_vert[] = "#version 110\n"
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"\n"
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" cameraPos = gl_ModelViewMatrixInverse * vec4(0,0,0,1);\n"
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" vertexPos = gl_Vertex;\n"
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" baseColor = gl_FrontMaterial.diffuse;\n"
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"\n"
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" vec4 lightPosition = gl_ModelViewMatrixInverse * gl_LightSource[0].position;\n"
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" if (lightPosition[3]==0.0)\n"
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